Gloom Sabre wishlist- and req for recs for alt builds - Printable Version +- Drunkard's Walk Forums (http://www.accessdenied-rms.net/forums) +-- Forum: General (http://www.accessdenied-rms.net/forums/forumdisplay.php?fid=1) +--- Forum: The Legendary (http://www.accessdenied-rms.net/forums/forumdisplay.php?fid=14) +---- Forum: Build Advice (http://www.accessdenied-rms.net/forums/forumdisplay.php?fid=16) +---- Thread: Gloom Sabre wishlist- and req for recs for alt builds (/showthread.php?tid=3211) |
Gloom Sabre wishlist- and req for recs for alt builds - Foxboy - 01-31-2009 Well, here's my D^3 Sabre design... Hero Plan by Mids' Hero Designer 1.401 http://www.cohplanner.com/ Click this DataLink to open the build! Gloom Sabre: Level 50 Magic Defender Primary Power Set: Dark Miasma Secondary Power Set: Dark Blast Power Pool: Teleportation Power Pool: Fitness Ancillary Pool: Dark Mastery Hero Profile: Level 1: Twilight Grasp
Level 1: Brawl
''We don't just borrow words; on occasion, English has pursued other languages down alleyways to beat them unconscious and rifle their pockets for new vocabulary.'' -- James Nicoll - Acyl - 01-31-2009 Okay. Before I start, I should say that I'm gonna...give a very harsh critique here. I apologise in advance, no offence intended. Really! And unlike most people when they use those words, I actually mean it. =D Also, a lot of my comments come from, well, my own experience with playing a Dark defender - Space Mage - and I suspect my style is entirely different from yours. You seem to have a few particular objectives with this build, and my way is kinda different. So that's my first question. First of all, what is your intent for this build? What are you trying to achieve? The set bonuses look like a pretty mixed bag to me - I can tell you've focused on Recovery bonuses...and I agree with that, since a D3 can be pretty heavy on the end use. But otherwise I don't really see any pattern to the bonuses. Secondly, I find it...kinda eyebrow-raising that most of your blasts are slotted for ToHit debuff and not damage. Dark Torrent is similarly slotted for knockback and not damage. I suppose if you're going a pure 'support' route this makes sense, but honestly I dunno about this. While I don't have any numbers to back up my assertion, I suspect you'll have adequate ToHit debuff on an opponent without slotting the way you've done. I seem to be fine leaning on just the Dark Miasma primary alone (since Space Mage's secondary is Energy Blast) without even needing an additional source of ToHit debuff. And I'm really really against defenders who don't actually use their attacks. And I'm against this because, to me, a defender who doesn't attack is a bad team player. A defender might not do as much damage as a blaster, but damage is still what your secondary is for, and if you ain't using it...that seems wrong to me, and not contributing as much to a team as you should. However, I will admit that's a somewhat subjective viewpoint, and probably my own opinions showing, like I warned earlier, so feel free to disregard that. What I am puzzled about though ... is given the emphasis on this ToHit debuff slotting... that you've slotted Dark Servant for Heal and Immobilize. See...if you actually look at what Dark Servant does, the primary contribution in my opinion is actually Chill of the Night, which is, yes, a ToHitDebuff. Putting a heal in there isn't a bad idea, really, but I don't consider the Servant's Tentacles to be that useful. Nor does it seem, to me, that the set bonuses you're getting from those Heal and Immob enhancements are all that useful. I'd suggest, if you only have four slots to burn, looking into a mixed bag of Heal and ToHitDebuff for Fluffy, along with some accuracy. On the other hand, you could argue that my preference for slotting Fluffy with ToHit debuff is precisely because Space Mage doesn't have the dark secondary for additional ToHit debuff, as you seem to be counting on. So your milage may vary... but that's how I see it. Granted, you've got QB Kitsune and Lady Nogitsune as previous experience with slotting ze Fluffies, but I suspect Lady Nogi's Fluffy must be high on the recharge due to the nerfed MM version of the secondary. I wouldn't know how QB's is. Finally, I'd strongly advise against taking Black Hole. I do realise there's a sort of automatic knee-jerk reaction to taking any enemy intangibility power in the game, but let me explain my reasoning. The thing is... most players don't know what the hell to do with it. And I don't just mean people who have the power and use it unwisely, I mean a lot of players will continue to attack an enemy even if the Unaffected message is floating over its head. It's fine for soloing, I think, but so damn situational in a team situation that I'd rather not have the damn thing. I dunno tho, again, you've got your own take on Dark, I'm sure. -- Acyl - Foxboy - 02-01-2009 Honestly... I'm going intuitively, what FEELS right. Also, trying "different" sets that might be less difficult to acquire, such as the KB. But, Going back and trying a few tweaks here and there... [Adding some Damage to the blasts, allowing for dropping sets due to the bonus being maxed out by other tweaks] Currently I have Fluffy Slotted for Across the Board Damage boost. Still thinking of a Ninja Playstyle... Stealth/port where possible, Snipe/pull from the shadows. Hero Plan by Mids' Hero Designer 1.401 http://www.cohplanner.com/ Click this DataLink to open the build! Gloom Sabre: Level 50 Magic Defender Primary Power Set: Dark Miasma Secondary Power Set: Dark Blast Power Pool: Teleportation Power Pool: Fitness Ancillary Pool: Dark Mastery Hero Profile: Level 1: Twilight Grasp -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-%Dam(3), Nictus-Acc/Heal(11), Nictus-Acc/EndRdx/Heal/HP/Regen(19), Nictus-Heal(43) Level 1: Dark Blast -- Dev'n-Acc/Dmg(A), SipInsght-Acc/ToHitDeb(3), SipInsght-ToHitDeb/EndRdx/Rchg(15), SipInsght-Acc/EndRdx/Rchg(19), SipInsght-%ToHit(40) Level 2: Gloom -- Thundr-Acc/Dmg/EndRdx(A), Cloud-%Dam(5), Thundr-Acc/Dmg/Rchg(9), Cloud-Acc/ToHitDeb(21), Thundr-Dmg/EndRdx(40) Level 4: Moonbeam -- ExtrmM-Acc/Dmg(A), ExtrmM-Dmg/EndRdx/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Dmg/EndRdx(23), ExtrmM-Acc/ActRdx/Rng(40) Level 6: Darkest Night -- ToHitDeb-I(A), ToHitDeb-I(7), EndRdx-I(9), EndRdx-I(31), DefEgo-RecDeb%(43) Level 8: Recall Friend -- RechRdx-I(A) Level 10: Shadow Fall -- GftotA-Def/Rchg(A), GftotA-Def(11), ImpArm-ResDam/EndRdx(15), ImpArm-EndRdx/Rchg(34), ImpArm-ResDam/EndRdx/Rchg(43) Level 12: Fearsome Stare -- Abys-Dam%(A), Abys-Acc/Fear/Rchg(13), Cloud-Acc/EndRdx/Rchg(13), Cloud-ToHitDeb/EndRdx/Rchg(34), Cloud-%Dam(45) Level 14: Teleport -- Winter-RunSpd/Jump/Fly/Rng/EndRdx(A) Level 16: Tenebrous Tentacles -- TotHntr-Dam%(A), TotHntr-Immob/Acc(17), Posi-Acc/Dmg(17), Posi-Dam%(37), SipInsght-ToHitDeb/EndRdx/Rchg(46) Level 18: Hurdle -- Jump-I(A) Level 20: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(21) Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23) Level 24: Night Fall -- DampS-ToHitDeb/Rchg/EndRdx(A), DampS-ToHitDeb/EndRdx(25), DefEgo-ToHitDeb(25), DefEgo-ToHitDeb/Rchg(37), Cloud-%Dam(46) Level 26: Howling Twilight -- Stpfy-EndRdx/Stun(A), Stpfy-Stun/Rng(27), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(46) Level 28: Torrent -- ExStrk-Acc/KB(A), ExStrk-Dam%(29), ExStrk-Dmg/KB(29) Level 30: Petrifying Gaze -- Lock-%Hold(A), Lock-Acc/Hold(31), Lock-Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(34) Level 32: Dark Servant -- DampS-Rchg/EndRdx(A), DampS-Rchg(33), Lock-Rchg/Hold(33), Lock-Acc/Hold(33) Level 35: Life Drain -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(36), RgnTis-Heal/EndRdx/Rchg(36), RgnTis-Heal/EndRdx(36) Level 38: Blackstar -- Oblit-Dmg/Rchg(A), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Rchg(39), Oblit-%Dam(39) Level 41: Dark Consumption -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Rchg(42), Armgdn-Dmg(42), Armgdn-Acc/Rchg(42) Level 44: Dark Embrace -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(45), TtmC'tng-EndRdx(45), TtmC'tng-ResDam/Rchg(48) Level 47: Soul Drain -- Oblit-Acc/Dmg/EndRdx/Rchg(A), GSFC-ToHit/Rchg/EndRdx(48), Oblit-Acc/Dmg/Rchg(48), GSFC-ToHit(50) Level 49: Oppressive Gloom -- Amaze-EndRdx/Stun(A), Amaze-Stun(50), EndRdx-I(50) ------------ Level 1: Brawl -- T'Death-Dam%(A) Level 1: Sprint -- QckFt-EndRdx/RunSpd(A) Level 2: Rest -- Heal-I(A) Level 1: Vigilance ''We don't just borrow words; on occasion, English has pursued other languages down alleyways to beat them unconscious and rifle their pockets for new vocabulary.'' -- James Nicoll - Shader - 02-04-2009 Ok... I'm going to take a whack at this... I've got a low lvl Darkity Defender on one of the servers somewhere... and a have over 50 levels experience on Dark powers on corruptors. ((Also have dark brutes and stalkers but that's a different story.)) Here's my take on defenders, particularly D^3...
Points to note:
http://www.cohplanner.com/ Click this DataLink to open the build! Gloom: Level 50 Magic Defender Primary Power Set: Dark Miasma Secondary Power Set: Dark Blast Power Pool: Fitness Power Pool: Teleportation Power Pool: Leadership Ancillary Pool: Dark Mastery Hero Profile: Level 1: Twilight Grasp -- Theft-Acc/Heal:28(A), Theft-Acc/EndRdx/Rchg:28(3), Theft-Acc/EndRdx/Heal:28(3), Theft-Heal/Rchg:28(7), Theft-Heal:28(11), Nictus-Acc/EndRdx/Rchg:50(13) Level 1: Dark Blast -- Thundr-Acc/Dmg/EndRdx:33(A), Thundr-Acc/Dmg/Rchg:33(5), Thundr-Dmg/EndRdx/Rchg:33(11), Thundr-Dmg/Rchg:33(23), Thundr-Acc/Dmg:33(25) Level 2: Darkest Night -- DampS-ToHitDeb/EndRdx:28(A), DampS-ToHitDeb/Rchg/EndRdx:28(7), DampS-Rchg/EndRdx:28(15), DampS-ToHitDeb/Rchg:28(46), DampS-ToHitDeb:28(50) Level 4: Gloom -- Decim-Acc/Dmg:33(A), Decim-Dmg/EndRdx:33(5), Decim-Dmg/Rchg:33(15), Decim-Acc/EndRdx/Rchg:33(23), Decim-Acc/Dmg/Rchg:33(25) Level 6: Swift -- Run-I:50(A) Level 8: Shadow Fall -- GftotA-Def:33(A), GftotA-Def/EndRdx:33(9), GftotA-EndRdx/Rchg:33(9), GftotA-Def/EndRdx/Rchg:33(19) Level 10: Recall Friend -- EndRdx-I:50(A) Level 12: Fearsome Stare -- Abys-Acc/Rchg:28(A), Abys-Acc/Fear/Rchg:28(13), Abys-Acc/EndRdx:28(17), Abys-EndRdx/Fear:28(19), Abys-Dam%:28(43), Abys-Fear/Rng:28(43) Level 14: Teleport -- Winter-RunSpd/Jump/Fly/Rng/EndRdx:33(A) Level 16: Tenebrous Tentacles -- TotHntr-Acc/Rchg:28(A), TotHntr-EndRdx/Immob:28(17), TotHntr-Acc/EndRdx:28(31), TotHntr-Dam%:28(36), Dmg-I:30(37) Level 18: Health -- Heal-I:30(A), Numna-Regen/Rcvry+:33(46), Numna-Heal:33(46) Level 20: Stamina -- EndMod-I:30(A), EndMod-I:30(21), EndMod-I:30(21) Level 22: Howling Twilight -- RechRdx-I:50(A) Level 24: Night Fall -- Posi-Acc/Dmg/EndRdx:28(A), Posi-Dmg/EndRdx:28(27), Posi-Acc/Dmg:28(29), Posi-Dmg/Rchg:28(37), Posi-Dam%:28(40) Level 26: Assault -- EndRdx-I:50(A), EndRdx-I:50(27) Level 28: Tactics -- AdjTgt-EndRdx/Rchg:33(A), AdjTgt-ToHit/EndRdx/Rchg:33(29), AdjTgt-ToHit/Rchg:33(31), AdjTgt-ToHit/EndRdx:33(37), AdjTgt-ToHit:33(40) Level 30: Petrifying Gaze -- NrncSD-Acc/Rchg:30(A), NrncSD-EndRdx/Hold:30(31), NrncSD-Acc/EndRdx:30(34), NrncSD-Hold/Rng:30(40), RechRdx-I:35(43) Level 32: Dark Servant -- DarkWD-ToHitDeb:35(A), DarkWD-ToHitDeb/Rchg:35(33), DarkWD-ToHitDeb/EndRdx:35(33), Mrcl-Heal:35(33), Acc-I:35(34), Mrcl-Heal/Rchg:35(34) Level 35: Tar Patch -- RechRdx-I:40(A), RechRdx-I:40(36), RechRdx-I:40(36) Level 38: Blackstar -- Sciroc-Acc/Rchg:41(A), Sciroc-Dmg/Rchg:41(39), Sciroc-Acc/Dmg/EndRdx:41(39), Sciroc-Acc/Dmg:41(39) Level 41: Dark Consumption -- Efficacy-EndMod/Acc/Rchg:44(A), Efficacy-Acc/Rchg:44(42), Efficacy-EndMod/Rchg:44(42), Efficacy-EndMod/Acc:44(42) Level 44: Dark Embrace -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(45), ImpArm-EndRdx/Rchg:40(45), ImpArm-ResDam/EndRdx/Rchg:40(45) Level 47: Soul Drain -- Sciroc-Dmg/Rchg:50(A), Sciroc-Acc/Dmg/EndRdx:50(48), Sciroc-Acc/Rchg:50(48), Oblit-Acc/Dmg/EndRdx/Rchg:50(48) Level 49: Oppressive Gloom -- Amaze-Acc/Stun/Rchg:50(A), Amaze-Stun:50(50), EndRdx-I:50(50) ------------ Level 1: Brawl -- Empty(A) Level 1: Sprint -- ULeap-Stlth:28(A) Level 2: Rest -- Empty(A) Level 1: Vigilance ------------ Set Bonus Totals:
Code: | Copy & Paste this data into Mids' Hero Designer to view the build | - Acyl - 02-04-2009 Regarding damage slotting... I don't think a Defender is going to rival a blaster for damage output, as a general rule. However, I'm really strongly against the idea that Tanks and Defenders should not slot for damage at all. Because no matter how low your damage, it's still part of your contribution to the team, and a non-trivial contribution at that. This is particularly the case if you're bringing along some kind of damage resistance debuff (Rad, Sonic, and Dark) or damage buffs (Kin). I also recognize that your milage may vary, and this is very much personal preference and opinions. It's very subjective, and I admit that. It is a valid argument that - if your role is pure support - then your power usage should be directed entirely towards that goal. See the whole 'Pure Empath' playstyle as an example of that. Regarding power choices... Moonbeam: The thing with Moonbeam is that it is a good attack power, comes very early on in the set (which is important)... and a Dark/Dark defender, with all the to-hit debuff, can probably get it off reliably even in the middle of a fight. On the other hand, you need to ask if you should be trying to do damage at all, or whether your time is better spent using your utility powers. That I can't answer for you. It is perhaps worthwhile to take Moonbeam for the pulling capabilities, but whether that's worth the power pick in your build is also debatable. How often do you anticipate needing to pull that way? I personally don't have snipe attacks on any of my defenders or corruptors, figuring that I do most of my work up close anyway, and usually open with stuff other than a snipe - I slap down debuffs and control powers. I also believe in providing support right up front with the meleers rather than hanging back. It depends on how you're swinging it, however. I have a friend who swears by Moonbeam and would probably marry it. Or at least date it. Torrent: I don't think Dark Torrent is entirely useless for a Dark character. The knockback does serve a function - namely, for me, repositioning enemies so they're in range of the debuffs. I use Torrent on Space Mage to knock enemies back into Tar Patch or within range of the Darkest Night anchor. Or to bunch 'em up before applying Fearsome Stare. This works reasonably well for me. Whether it fits your playstyle is, once again, debatable, and something I cannot determine for you. -- Acyl - Sofaspud - 02-05-2009 I'm gonna chime in with Acyl on the whole "defenders should do damage too!" bandwagon. And, while I can't speak for Wire, I think his comment when I mentioned dropping some of Rhea's attacks is telling: "Her name's Emerald BLAST, right?" That said... I've got a /Dark defender, Nano Sabre. She's got a Rad primary. Thing I've found is that Dark Blast is an _awesome_ secondary set. (And Acyl? I'm one of the Moonbeam Huggle Brigade; that power is niiiice, especially slotted for rech and -interrupt). Dark Blast can dish out good damage, and the hold is nothing to sneeze at either. In my experience, concentrate on the lower-tier powers. Blackstar may be hot shit, but you couldn't tell that by my experience; I'm thinking of dropping it. Life Drain seems like it'd be nice, but honestly, by the time you get it, you shouldn't really need it, and it does nothing to help the team. It's a pure selfish power, IMO. (That's not necessarily a bad thing, but in my view defenders are team support). So, I'd suggest dropping those two from the secondary. Take everything else, slot it to hell and back for damage and hold; your primary is giving you the debuffs you need. Circling back around to Moonbeam... as several who have teamed with me can attest, a snipe attack is nigh-on critical for successfully using The Zen of the Single Pull. Moonbeam is, as far as I know, not only the earliest snipe it is possible to get in the whole game, it remains awesome if slotted as a cycleable attack. I run it in my attack chain all the time. I use it as an attack, and I use it to pull, which is handy as hell; it's arguable, but in my experience Defenders are better for pulling than Blasters. Defenders seem to weather the initial aggro better. I've played both to 50, and that's my experience. I have no numbers to back that up, however. (According to PWiki, both archetypes have the same base HP -- Low.) Moonbeam to get their attention, Tenebrous Tentacles to lock them down before they get into melee range, Night Fall to soften them up (the only secondary I've slotted for -ToHit, with a single IO; the rest is a TAoE set), then Dark Blast - Gloom - Dark Blast - oh hey, Moonbeam is recharged and they _can't hit shit_, FIRE! Repeat until they're gone. The thing is, they can't hit anything from just the base -ToHit alone. I haven't slotted it at all except for the single IO in Night Fall. Slot for Damage. It's what's for Dark Dinner! --sofaspud --"Listening to your kid is the audio equivalent of a Salvador Dali painting, Spud." --OpMegs - Sweno - 02-05-2009 I haven't played dark, but I have played Rad. And reading t he comments here, they both seem function along the same general guidelines. Primary power makes them weak and feeble Secondary power puts them out of their misery Slotting for damage is most definitely a valid tactic, at least for most of the powers. I would rather slot for hold in Tentacles or knockback in Torrent, but aside from that, damage is your friend. To echo Wire: It's called 'Dark BLAST', not 'Dark Debuff' Being able to take out a room of +1s and +2s is something you can do. It's not going to be as fast, or as easy as a blaster or a scrapper. But it shouldn't be an impossible task, or a marathon of pain. (Granted, it has taken me quite some time to tweak Gamma to the point where she can waltz into those rooms and laugh, but that level of fine tuning can be discussed later. Its not cheap) You don't have to totally give up on the debuff of you secondary, sloting Dark Watcher's Despair is your friend: (ToHit Debuff/Recharge, ToHit Debuff/Recharge/Endurance, Recharge/Endurance) leaves 2 or three slots for damage or damage/something else. And you can then crank them out fast enough that only being at 50-66% damage instead of 90-95% doesn't matter. -Terry ----- "so listen up boy, or pornography starring your mother will be the second worst thing to happen to you today" TF2: Spy - Acyl - 02-05-2009 Dark Miasma and Rad Emission are similar in that they do two of the same debuffs - ToHit and DamResistance. The latter, I think, is what makes it worthwhile to slot for damage while playing either set. The same applies for Sonic, and to some degree Kinetics. Because your effective damage output goes up. Granted, so does everyone else's on the team, yes, but you might as well pump out some killingz there also. Again, I really do believe a defender's damage contribution is non-trivial. Space Mage is quite capable of soloing a boss on the side if everyone else is occupied, and this can happen more than one might think. Defenders are more effective at pulling than blasters, yes - particularly in situations like the Statesman TF where you need to separate a group of AVs or somesuch. I believe this has something to do with the lower threat rating of defenders relative to blasters...I'm not quite clear on the specifics. But it is true. Between the two it does make Moonbeam a good choice. On the other hand, it's a matter of preferences and priorities. As I mentioned, I don't take snipe attacks myself. Sofaspud raises a good point in that... given the base numbers of the ToHitdebuff on your attacks are actually relatively low, compared to the utility powers you have for that purpose in your primary... you are better off leaving out the slotting and simply trying to use the attacks more often for stacking purposes. I suspect this is why he feels he pretty much isn't getting hit anyway. -- Acyl - Foxboy - 02-05-2009 I see. I see. I'll have to cogitate on this. Thank you. ''We don't just borrow words; on occasion, English has pursued other languages down alleyways to beat them unconscious and rifle their pockets for new vocabulary.'' -- James Nicoll - Shader - 02-07-2009 A little bit of history to explain my view might help give some perspective. dp was not my first toon on red side. My first toon was a MM on Freedumb which is stalled in the mid-20s. That MM was part of the Headstart for having pre-ordered CoV. But it was a matter of weeks, if that, that dp first appeared in Virtue. So she was around before IOs, before pain corruptors, before lvl 50, and after the initial wave of powergamers were pushing to 40. She was also there before Thermals were 'discovered'. She focused on healing because that's what everyone at the time was screaming for: We need a empathy set on red-side. And between cycling her support powers, and the stacking of the to-hit debuffs inherint on them, and firing off the heal, she bearly had any time to fire off any attacks. She would be following the brutes and targeting through them... I was learning the toon, and people were learning how to play. dp basically got "lackey-leveled" from 0-20 on the basis of her heal and the debuffs alone. How did dp play? She would charge in on the heals of brute or one particular stalker that thought it was a brute (EM/Nin), running shadowfall, and then as soon as they fired off an attack, fire off a heal and plant my Tarpatch and start cycling my support powers and heals. The equalivilant would be tailing the tanker and firing off the heal after they aggro a mob and take a hit. But that was my playstyle then and its changed since I got Fluffy. Then I went back and mal-ed down to help some friends level up their toons. What was dp's role? She was there to provide Heals and debuffs, to keep everyone upright, and moving forward. She was not there to do damage - that's what everyone else did, since she was almost always lackeyed or malled to a brute or stalker. That is why dp is built the way she is... she comes from a time when there is nothing else out there on redside that healed, and that sorta shaped my opinion a little of Dark Miasma in relation to Corruptors and thus by extension, Defenders. The debuffs aren't visible, but they stack, and are basically preventative. It protects the entire team from that mob while the debuff lasts. But times have changed. And what is appropriate for Corruptors is not quite right for Defenders. Dark Miasma still is all about to hit debuffs and negative energy damage. You just have to find the mix that suits your playstyle, the role you chose. There will be those that say Defenders are HealerZ, that Defenders should be Buff-bots, that Defenders should do Damage, should be able to rez, should do this, should yada yada yada. Ignore them. Play the toon you want, how you want. Pick your role and stick to it. For the record, I do agree with what those above say regarding Rad, Sonic and like... just I -highly- doubt that you'll be able to get a Gamma out of Dark Miasma, its a different animal to Radiation. (And I stand in awe at what sweno has been able to do on Gamma) As for dp? She'll remain a dark healer, that's her role. But thanks to the second build one day I might work on a end game damage build. (My apologies if the above is a little in-coherent, its late and I've just had a long day) Shader |